Wargame Mechanics Index

Structured phase sequence

Distinctive fixed ordering of phases within a turn.

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Watch it played 4 moments

  • 2:02–2:21
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule explained Six phases of the game turn

    Josh outlines the structured turn sequence of Ravenfeast, progressing from initiative and rally through movement, missile fire, melee, and the end-of-turn phase.

  • 4:19–5:10
    Chain of Command Rule Review
    Little Wars TV
    Rule explained Command dice determine tactical activation

    Greg breaks down how the active player rolls a pool of five command dice and allocates results, explaining that faces 1 through 4 activate teams, squads, junior leaders, and senior leaders, while 5s charge the Chain of Command die and 6s affect initiative.

  • 5:10–6:17
    General d'Armee Rule Review
    Little Wars TV
    Rule explained ADC order allocation and charge sequence

    Tom explains the core mechanics of General d'Armee, highlighting the Aide-de-Camp (ADC) order pool and the turn sequence where charges are declared and resolved before general movement.

  • 5:48–7:25
    Fire and Fury Rules Review
    Little Wars TV · Fire & Fury
    Rule explained Turn Sequence and Defensive Fire

    Greg and Chall explain Fire and Fury's I-GO-U-GO turn structure and how an opponent's defensive fire phase interrupts moving units before offensive fire and close combat.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 30 games

2turn

Interleaved phases with alternating side order per phase.

How it works

1. Initiative; 2. Rally (A then B); 3. Movement (A then B); 4. Firing (B then A); 5. Melee (A then B); 6. Leader & Reserve Moves (B then A). Units hit in the first fire phase must check morale before returning fire.

4. Firing Side B, then Side A 5. Melee Side A, then Side B 6. Leader & Reserve Moves Side B, then Side A
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2turn

Movement is split into interleaved half-moves with two fire phases per turn.

How it works

Federals move one-half, Confederates move one-half, both fire; then Confederates move the second half, Federals move the second half, both fire again; finally ship status is adjusted. The order of half-moves reverses between the two halves.

2- Federals move one-half 3- Confederates move one-half 4- Both fire 5- Confederates move one-half 6- Federals move one-half 7- Both fire 8- Adjust ship status
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2turn
Command Strophe / Action Strophe / KatastropheHoplomachia

Each turn runs through a fixed command, action and katastrophe sequence.

How it works

Command Strophe: secret salpinx signals placed, one verbal order sent, mantis placed for sphagia. Action Strophe: automatic moves (routs, pursuits, evasions), offensive belos (fire, belos charges, ekdromoi), epidromos declarations and moves, defensive belos, marches and approaches, then melee (epidromoi then othismoi). Katastrophe: strategos casualty rolls, taxis Andreia checks, and test for Nike (victory).

A. Command Strophe A.1. Salpinx Each side who wishes to may place a signal counter under his Salpinx marker. A.2. Commands Hegemon may send 1 verbal order to any one officer on the board then reveal Salpinx Signal.
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2turn
Guns FirstLittle Wars

Within a move, guns must be moved or fired before any men are moved.

How it works

A player must move or fire his guns before moving his men, with no exceptions. Melees are then adjudicated after the move is over, in extra time between moves.

In making his move a player must move or fire his guns if he wants to do so, before moving his men. To this rule of "Guns First" there is to be no exception.
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2turn
Sequence of a Turn (one command choice)Longstreet Lite

Optional reshuffle, optional fire phase, then exactly one of movement, combat or pass, then status.

How it works

1) option to reshuffle; 2) option for a fire phase; 3) one command choice: movement, combat or pass; 4) status phase: both sides redraw, remove smoke, check victory. A player may not pass two turns in a row. Forcing a choice between moving and charging rewards preparing coordinated attacks.

After the fire phase (if there is one), the active player may make one command choice. He has three options. He may invoke a movement phase, or a combat phase, or he may pass.
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2turn
Order of Play in a TurnLoose Files and American Scramble

Seven fixed phases run from compulsory retreats through firing, command, movement, combat and re-dressing ranks.

How it works

1 Compulsory retreats/routs from previous combat; 2 morale effects of those; 3 firing; 4 allocate Command Points and move commanders/couriers; 5 movement and announcement of charges; 6 combat; 7 re-dress ranks (remove D. Points by training) for units that did not move. Firing precedes movement, so a well-timed advance can start outside musket range and end within combat range without being shot.

1. Compulsory Retreats/Routs following combat in previous turn. 2. Calculate Morale effects provoked by 1, above. 3. Firing. 4. Allocate Command Points.
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2turn

A rigid seven-phase turn in which both players act within each joint phase.

How it works

Phases: 1 Initiative; 2 Posture Determination; 3 Artillery Fire/Air Strike; 4 Standard Fire; 5 Joint Plot (artillery plotted for later turns); 6 Movement (with opportunity/covering fire, overruns and close assaults); 7 Marker Removal (remove markers, roll to recover/rally, resolve engineering). All fire happens before movement, and artillery has its own phase ahead of direct fire.

5. Joint Plot Phase – Players plot the points of impact for artillery fire to be in following turns. They also record “calls” for pre-registered indirect artillery fire.
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2turn

Intentions, Mahdist half-move, Imperial move, Mahdist fire, Imperial fire, Mahdist reaction and second half-move, more fire, melee, rally.

How it works

The umpire asks players' intentions starting with the most advanced units, sets turn length, then Mahdists move half, Imperials move, Mahdists fire, Imperials fire, Mahdists take Reaction tests and make their second move, Imperials shoot again, melee is fought, and finally a rally phase.

Before the Imperials move, however, the Mahdists do. They move half now and half later.
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2turn
Sequence of Play TableThey Died For Glory

A fixed 17-phase turn interleaves both sides' artillery, charges, movement, fire, melee, fallback and convergence.

How it works

Both sides handpush and fire artillery first and test morale for artillery hits. Then the Prussians announce charges, French announce countercharges, both test, the Prussians move while the French infantry fires, and melees are resolved; the same block is then repeated with roles reversed. Finally numbered and smoke markers are removed, all voluntary fallbacks are performed, half-strength units converge, and the turn ends.

Each Phase is done in sequence, some simultaneously, others by just one of the players. Once all the phases have been completed the turn is over
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1turn
Sequence of PlayA Coat of Steel

Six-phase turn: prepare activation cup, common happenstance, routers and pursuers move, ward activity, handstrokes, assay the cause.

How it works

Each turn fills the activation cup, draws a card for Day of Battle events, moves all routers and pursuers compulsorily, activates wards one by one as chits are drawn, then resolves all handstrokes ward by ward, and finally both sides assess their Chronicle track for army morale effects.

1) Prepare the Ward Activation Cup 2) Common Happenstance 3) All Routers & Pursuers move. 4) Ward Activity 5) Handstrokes 6) Assay the Cause
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1turn
Sequence of PlayA Wee DRAM of Napoleon

A fixed seven-phase turn with orders revealed at the start and issued at the end.

How it works

Each one-hour turn runs: 1 Reveal order changes, 2 Exhaustion tests and compulsory order changes, 3 Initiative, 4 Movement, 5 Combat, 6 Re-organisation, 7 Issue new orders. Orders issued in phase 7 take effect when revealed the following turn.

Reveal Order Changes ... Exhaustion Tests & Compulsory Order Changes ... Initiative ... Movement ... Combat ... Re-organisation ... Issue New Orders
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1turn

Fixed seven-step turn mixing side-by-side moves, a defender reaction move, sequential fire, melee and reserves.

How it works

Each turn runs: Texian Move, Mexican Move, Texian Reaction Move, Texian Fire, Mexican Fire, Mano-a-Mano, Mexican Reserves. There is no turn limit; the game ends when all 5 flags are captured and all 3 rebel heroes killed.

1. Texian Move 2. Mexican Move 3. Texian Reaction Move 4. Texian Fire 5. Mexican Fire 6. Mano-a-Mano 7. Mexican Reserves
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1turn

Five phases: roll action dice, initiative, activations, fatigue & bleeding, end of turn.

How it works

Both players roll Action Dice, determine initiative, then the initiative holder activates fully followed by the opponent (each activates once). In Fatigue & Bleeding, check Hurt (every 3 wounds surrender a die), gain 1 Fatigue, gain 1 more per Bleed Token, then check for Fatigued/Exhausted. End of turn gathers dice (not forfeited/surrendered) and discards Fervour.

Each turn comprises five phases, as follows: • Phase One: Roll Activation Dice • Phase Two: Determine Initiative • Phase Three: Gladiator Activations • Phase Four: Fatigue and Bleeding • Phase Five: End of Turn
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1turn
Sequence of PlayCanvas Eagles

A ten-phase turn from tailing through fire extinguishing.

How it works

1 Tailing, 2 Maneuver Selection, 3 Fuel Expenditure, 4 Movement, 5 Combat, 6 Damage, 7 Recovery (one of unjam, spin recovery or reload), 8 Problem (jams, spin tests, anoxia), 9 Fire Damage, 10 Fire/Smoke Extinguishing. All players finish a phase before the next.

1. Tailing Phase 2. Maneuver Selection Phase 3. Fuel Expenditure Phase 4. Movement Phase 5. Combat Phase 6. Damage Phase 7. Recovery Phase 8. Problem Phase 9. Fire Damage Phase 10. Fire/Smoke Extinguishing Phase
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1turn

Charges declared, missile fire, movement, melee, then rally phases.

How it works

A: charge declarations and responses marked only. B: missile fire, morale tests for 2 casualties, perform morale results, move charges and responses. C: movement phase (initiative high roller chooses; one side then the other), attach/detach commanders, catastrophic roll for entering harbours or shoals, stop rout once. D: melee one round per turn (including ram/wall attacks), morale tests, rout and pursuit. E: rally from melee, break off pursuit or evade.

A. Charge Declarations & Responses Mark Only ... B. Missile Fire ... C. Movement Phase to Initiative High Roller ... D. Melee one round per tum
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1turn

Each turn opens with a command phase in which orders pass down the chain.

How it works

During the command phase orders go from army to corps commanders and from corps to division commanders; units can do nothing until they receive orders.

At the beginning of every turn, during the command phase, a player may issue orders from army commanders to corps commanders and from corps commanders to division commanders.
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1turn
Battle sequenceDunn-Kempf

Each 30-second bound runs indirect fire, direct fire, then movement for each side.

How it works

Each bound represents 30 seconds; each side employs indirect fire (requests and impacts, smoke extended or removed), then direct fire, then movement. Aircraft may be used at any time in a bound. A controller's control sheet tracks the US and enemy bounds and when planned fires impact.

During a bound each side (friendly and enemy) employs its indirect fire weapons, direct fire weapons and then moves its forces in that order. Available aircraft may be used at any time during,a bound.
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1turn

Each turn has four fixed phases: Movement, Shooting, Damage Control, Morale.

How it works

British move first then Germans; Germans shoot first then British but all shooting effects apply simultaneously; then ships attempt repairs; then ships hit this turn or with Failed Morale check morale. Victory is checked at turn end and the game lasts until one side wins.

Each turn is divided into the following four phases: 1. Movement Phase ... 2. Shooting Phase ... 3. Damage Control Phase ... 4. Morale Phase
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1turn

Each half-turn runs Artillery, Movement, Fire, then Quality Checks.

How it works

Artillery templates are placed and resolved before movement, direct fire follows movement, and all Quality Checks from fire and formation integrity are resolved together at the end of the half-turn.

1. Attacker Artillery: Place artillery templates & resolve barrages 2. Attacker Movement: Attacker moves & Defender Overwatch 3. Attacker Fire ... 4. Quality Checks
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1turn

Each turn is one day: Operations, Nighttime, then Daytime.

How it works

The simultaneous Operations Phase allocates dice and draws a random event card. Then come a Nighttime and a Daytime phase of alternating actions. The scenario runs 8 daily turns, Nov 28 to Dec 5.

TURN SEQUENCE (1) Operations; (2) Nighttime; (3) Daytime
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1turn
Sequence of Play (bound)Hordes & Heroes: Ancients & Medieval

Each side's bound is Command Move, Tactical Movement, Shooting (both sides), then Hand-to-Hand (both sides).

How it works

Sides alternate bounds. In a bound, the phasing side's generals move first and command range is fixed. Then commanded units move and disrupted units out of combat rally. Shooting is semi-simultaneous with the phasing side first, and all adjacent units fight hand-to-hand. The phasing player chooses the order in which melees resolve, which can cascade (e.g. breaking a shield wall before later fights).

Players take alternate bounds of movement, but shooting and fight hand-to-hand is first undertaken by the player who’s bound it is.
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1turn

Weekly turns: write moves, move, resolve contacts through a pre-battle sequence, make siege rolls, mark one week off.

How it works

1 Write moves; 2 movement; 3 for contacts: determine push-backs, scouting, battlefield, optional withdrawal, deploy, fight; 4 make siege rolls; 5 mark one week off the calendar.

a) Determine push-backs b) Determine scouting c) Determine battlefield d) One or both sides withdraw if desired e) Deploy f) Fight 4. Make Siege Rolls 5. Mark 1 week off the calendar.
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1turn
Playing the GameLegio VI Julia Augusta

Both sides complete each of five phases before moving to the next.

How it works

Phases: I Command (initiative, leader actions, control tests); II Manoeuvre and Shooting; III Charge (declare against enemy within 4", charge and response moves); IV Combat Resolution; V After Combat Moves. Actions within each phase proceed right to left.

The game is played sequentially in several phases with both sides completing each phase before moving to the next.
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1turn

An eight-step turn performed by both sides simultaneously.

How it works

Each turn: 1 write new orders, 2 place unit move options, 3 declare charges, 4 move all forced moves (morale and melee results from the previous turn), 5 move normal moves, 6 fire artillery/small arms, 7 melee resolution, 8 morale checks. Forced moves resulting from melee and morale are executed in step 4 of the following turn.

1. Write new orders 2. Place unit move options 3. Declare charges 4. Move all forced moves 5. Move normal moves 6. Fire artillery/small arms 7. Melee resolution 8. Morale checks
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1turn
Turn sequenceOi Navarcoi!

Each turn runs Event, Movement, Melee, then Morale.

How it works

The players roll an event, then move one side after the other. All melees are resolved simultaneously. In the Morale phase squadrons that failed Battle tests test morale, routers move, and pursuers test to stop.

1. Event phase a) Roll on the Event table. 2. Movement phase a) Both players roll a d6. Highest roll chooses to move first or second.
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1turn

Six phases, each completed by all players in initiative order.

How it works

1 Initiative, 2 Rally, 3 Movement, 4 Missile, 5 Melee, 6 End of Turn. In each phase every player acts in initiative order, clockwise around the table.

A turn consists of six phases. During each phase, every player completes their actions in Initiative order. Each phase must be completed before starting the next.
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1turn
Command phase sequenceThis Hallowed Ground

Within the command phase charges are resolved before other orders, and brigades activate one at a time.

How it works

Command phase: attach/detach commanders, resolve all charges, then activate brigades one by one, resolving each unit's order and then moving the brigade commander, and finally move the army commander. Shooting resolves all small arms (and their morale tests) before artillery in v4.4. Melee is fought in an order chosen by the active player.

Charge orders are the only orders resolved prior to brigade activation.
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1turn
The Turn SequenceTrafalgar 1805

Each turn has three phases: Manoeuvre, Gunnery, Boarding.

How it works

Ships move in the Manoeuvre phase (rakes are fired as they occur during movement), then fire one at a time with British ships firing first, then any boarding actions are resolved.

The Turn Sequence (there are three phases in each turn): a) Manoeuvre: Move your Ships. ... b) Gunnery ... c) Boarding
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1turn

Each of up to 20 turns runs six fixed phases.

How it works

1 Maneuver, 2 Battery Power, 3 Target Identification, 4 Aircraft, 5 Torpedo, 6 Destroyer. Enemy aircraft and destroyers act in their own phases after the player's movement and identification.

Each turn consists of the following six phases: 1. Maneuver Phase ... 2. Battery Power Phase ... 3. Target Identification Phase ... 4. Aircraft Phase ... 5. Torpedo Phase ... 6. Destroyer Phase
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1turn
Five stages: Shoot, Move, Fight, Discipline, VictoryWars of Alexander the Great

Each turn runs through five fixed stages shared by both sides.

How it works

Every turn: 1 Shoot, 2 Move, 3 Fight, 4 Discipline, 5 Victory, always in that order. Both sides act within each stage rather than taking separate player turns; fights are worked out one at a time after both sides have moved.

Each turn has 5 stages that must be played through in this order every time: 1. Shoot ... 2. Move ... 3. Fight ... 4. Discipline ... 5. Victory
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